userTony Fergusoncancel

3,933 Commits over 823 Days - 0.20cph!

3 Months Ago
Fixed dialog UI style/layout Fixed main menu layout
3 Months Ago
Remove unnecessary color parsing from BuyZone Cache eye trace so we can use it in a bunch of places Refactor some states that control body visibility, so it's no longer running every single frame and drilling 3ms for 9 bots
3 Months Ago
Fix PlayerAvatar styles
3 Months Ago
Jiggle bones
3 Months Ago
CG: extraction point 3d representation
3 Months Ago
Add EquipmentDestroyedEvent, get rid of mounted equipment
3 Months Ago
Few more styling fixes
3 Months Ago
Fixed buy menu alignment due to incorrect absolute position handling Same fix for minimap containers EquipmentHolsters is now EquipmentMointPoints, define equipment mount variants as their own prefabs
3 Months Ago
Fixed ALT glyph having the wrong path, fixes Facepunch/sbox-issues#5622
3 Months Ago
Restore Show Gizmos (Shift+G), Toggle Grid (Ctrl+G) shortcuts
3 Months Ago
Expose Handedness for Equipment
3 Months Ago
Tighten movement a bit, should feel less floaty
3 Months Ago
Change ping icon
3 Months Ago
Expose more properties for ping component to override. Ping receivers can kill off pings early
3 Months Ago
Added IPingReceiver, when placing a ping on an object in the world, you can define custom behavior for that ping marker Add PlayerPingReceiver, which follows a player until they're no longer spotted (using Spottable)
3 Months Ago
Destroy ping if we try to ping on an existing ping
3 Months Ago
USP aim offset adjusted
3 Months Ago
can define if we want unassigned team to spawn, for testing mode Add simple pinging system, players can only have one ping at a time
3 Months Ago
Make weapon sway less mental
3 Months Ago
CG: Can always buy in the buy zone CG: Start w/ kevlar and helmet Don't clear the inventory in EquipmentDropper, just drop stuff, unless we're trying to clear everything
3 Months Ago
Add TimedDestroy to money burst
3 Months Ago
move spawn assigner
3 Months Ago
Use team chat voice filter for Cash Grab
3 Months Ago
Upped time for players to get to a cash point
3 Months Ago
Enable buy menu in more cases for cash grab
3 Months Ago
Revert change I made to IDroppedWeaponState, was causing unneeded components to be made on the root obj
3 Months Ago
SSAO
3 Months Ago
Replace cash point icon
3 Months Ago
Expose scoring prefix, use £ instead of $
3 Months Ago
Add player clip volume to shipment
3 Months Ago
Spawn a big burst of cash when someone dies holding the bag
3 Months Ago
Create Shipment scene
3 Months Ago
Attach money trail prefab to world cash bag
3 Months Ago
Unlimited money in cash grab
3 Months Ago
Add a bunch of cash grab points and extracts The last cash point can't be the next cash point
3 Months Ago
Add gizmos for cash points & extracts
3 Months Ago
Add screen overlay when spawn protection is active
3 Months Ago
Cash grab uses spawn protection when respawns are enabled, can only buy in spawn protection
3 Months Ago
Fix it properly Add hud marker for extracts Cash point shows a hud marker if the cash is spawning soon
3 Months Ago
Fix NRE when shooting at the sky
3 Months Ago
Add support for input hints on marker objects, expose LookOpacity
3 Months Ago
Refactor markers a bit, support icons on any marker, remove MarkerFrame, remove CashBagMarkerPanel, GrenadeMarkerPanel,
3 Months Ago
Re-implement ballistics penetration, we have thickness per-object hit, and proper exit points https://files.facepunch.com/tony/1b1511b1/sbox-dev_SF6yRUOMH6.jpg Super cruddy basic DebugOverlay
3 Months Ago
Restore my lost scene hierarchy changes for the third time
3 Months Ago
Define win state for cash grab
3 Months Ago
Add EquipmentDropper.Categories so we can define which slots drop on death
3 Months Ago
Transition to picked up state when someone picks up the cash Add CashPointTracker.Cleanup Add CleanUpCashPoint rule Add CashPointBagExtractedEvent, ListenForExtract, we have a working flow now Don't shrink scores in team display
3 Months Ago
Can define dropped collider size for weapons
3 Months Ago
Added cash bag marker Some work on marker system to handle lifetime better
3 Months Ago
Dispatch equipment drop/pickup events, change state copy behavior to grab from components on the weapon instead of expected components on the new weapon Track who's holding the cash bag Create a CashBag component on the dropped cash bag, so we can make markers for it